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https://bitbucket.org/mfeemster/fractorium.git
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--User changes
-Remove Hue as a saved parameter, as well as animation parameters associated with it. It's now a GUI-only field that is never saved. -Make histogram, density filter buffer, and all associated fields always float, even when using double. In that case, only the iteration calculations are now double. Suggested by Thomas Ludwig. -Print all three kernels in EmberRender when the --dump_kernel option is specified. -Apply variations filter to randoms. --Bug fixes -Fix bug where hue was not being preserved when switching controllers and embers. Very hard to repro bug, but mostly overcome by eliminating hue as a saved parameter. --Code changes -De-templatized DEOpenCLKernelCreator and FinalAccumOpenCLKernelCreator. They now just take a bool as a parameter to specify double precision. -To accommodate the buffers being float, introduce a new #define types in EmberCL called real4_bucket, and real4reals_bucket. -Density and spatial filtering structs now use this type. -ConvertDensityFilter() and ConvertSpatialFilter() no longer return a value, they just assign to the member.
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@ -96,6 +96,7 @@ static inline size_t NowMs()
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#define v2T glm::tvec2<T, glm::defaultp>
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#define v3T glm::tvec3<T, glm::defaultp>
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#define v4T glm::tvec4<T, glm::defaultp>
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#define v4bT glm::tvec4<bucketT, glm::defaultp>
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#define m2T glm::tmat2x2<T, glm::defaultp>
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#define m3T glm::tmat3x3<T, glm::defaultp>
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#define m4T glm::tmat4x4<T, glm::defaultp>
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@ -104,6 +105,7 @@ static inline size_t NowMs()
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#define v2T glm::detail::tvec2<T, glm::defaultp>
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#define v3T glm::detail::tvec3<T, glm::defaultp>
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#define v4T glm::detail::tvec4<T, glm::defaultp>
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#define v4bT glm::detail::tvec4<bucketT, glm::defaultp>
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#define m2T glm::detail::tmat2x2<T, glm::defaultp>
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#define m3T glm::detail::tmat3x3<T, glm::defaultp>
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#define m4T glm::detail::tmat4x4<T, glm::defaultp>
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@ -132,14 +134,13 @@ enum eEmberMotionParam : uint
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FLAME_MOTION_CENTER_X = 7,
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FLAME_MOTION_CENTER_Y = 8,
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FLAME_MOTION_ROTATE = 9,
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FLAME_MOTION_HUE = 10,
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FLAME_MOTION_BRIGHTNESS = 11,
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FLAME_MOTION_GAMMA = 12,
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FLAME_MOTION_GAMMA_THRESH = 13,
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FLAME_MOTION_HIGHLIGHT_POWER = 14,
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FLAME_MOTION_BACKGROUND_R = 15,
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FLAME_MOTION_BACKGROUND_G = 16,
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FLAME_MOTION_BACKGROUND_B = 17,
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FLAME_MOTION_VIBRANCY = 18
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FLAME_MOTION_BRIGHTNESS = 10,
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FLAME_MOTION_GAMMA = 11,
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FLAME_MOTION_GAMMA_THRESH = 12,
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FLAME_MOTION_HIGHLIGHT_POWER = 13,
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FLAME_MOTION_BACKGROUND_R = 14,
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FLAME_MOTION_BACKGROUND_G = 15,
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FLAME_MOTION_BACKGROUND_B = 16,
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FLAME_MOTION_VIBRANCY = 17
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};
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}
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